Commit Graph

38 Commits

Author SHA1 Message Date
Miguel Pozo
992e7c95a7 GPU: Converge ShaderCompiler implementations
Part of #136993.

Share as much of the ShaderCompiler implementations as possible.
Remove the ShaderCompiler/ShaderCompilerGeneric split and make most of
its functions non virtual.
Move the `get_compiler` function from `Context` to `GPUBackend` and
creation/deletion to `GPUBackend::init/delete_resources`.
Add a `batch_cancel` function to `ShaderCompiler` (needed for the
GPUPass refactor).

As a nice extra, the multithreaded OpenGL compilation has become faster
too.
The barbershop materials + EEVEE static shaders have gone from 27s to
22s.

I have not observed any performance difference on Vulkan or Metal.

Pull Request: https://projects.blender.org/blender/blender/pulls/136676
2025-05-08 18:16:47 +02:00
Miguel Pozo
a5ed5dc4bf GPU: Support deferred compilation in ShaderCompilerGeneric
Update the `ShaderCompilerGeneric` to support deferred compilation
using the batch compilation API, so we can get rid of
`drw_manager_shader`.
This approach also allows supporting non-blocking compilation
for static shaders.

This shouldn't cause any behavior changes at the moment, since batch
compilation is not yet used when parallel compilation is disabled.

This adds a `GPUWorker` and a `GPUSecondaryContext` as an easy to use
wrapper for managing secondary GPU contexts.

(Part of #133674)
Pull Request: https://projects.blender.org/blender/blender/pulls/136518
2025-04-07 15:26:25 +02:00
Brecht Van Lommel
c7502b092d Cleanup: Various clang-tidy warnings in gpu
Pull Request: https://projects.blender.org/blender/blender/pulls/133734
2025-01-31 17:03:18 +01:00
Jeroen Bakker
4b99bc8515 Fix: Renderdoc: Corruption in debug stack
In renderdoc the debug stack got corrupted when render graphs where
reused. The previous usage didn't clear the stack. This PR clears
the debug stack when render graphs are reset.
2025-01-30 13:46:21 +01:00
Jeroen Bakker
2f18e4fe29 Vulkan: Add debug group for swapchain
Improves debugging swapchains when using renderdoc.

Pull Request: https://projects.blender.org/blender/blender/pulls/133190
2025-01-17 11:40:11 +01:00
Jason Fielder
81f9df606a Fix #130700: Release Metal resources after each frame when rendering Python animations.
Rendering animations from Python scripts via `bpy.ops.render.opengl()`
did not trigger any of the notifications in the Metal back-end to
indicate a frame had been rendered and that the associated resources
could be released. This adds a call to GPU_render_step() after each
render. For the original asset in the bug report this reduces the high
memory watermark from 30gb to 13gb for 500 frames. 13gb is likely
still too high and therefore it is likely there are additional leaks
that need to be addressed so this should only be considered a partial
fix.

Authored by Apple: James McCarthy

Co-authored-by: James McCarthy <jamesmccarthy@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/131085
2024-12-12 20:30:18 +01:00
Clément Foucault
52463a5f0b GPU: Remove unused GPUDrawList API
This was only used by the legacy draw manager.
This one has already been removed.
2024-12-05 23:26:29 +01:00
Jiarui-Yan
b356c2bec1 Vulkan: Colored debug groups
This PR adds color to debug group so that RenderDoc can give color to different
debug groups and sub-groups in the parent debug group.

Ref: #124099

Pull Request: https://projects.blender.org/blender/blender/pulls/129340
2024-11-29 07:52:00 +01:00
Clément Foucault
324517fd78 Cleanup: GPU: Fix clang tidy warnings
Removes some other things like:
- `TRUST_NO_ONE` which was the same as `#ifndef NDEBUG`.
- Replace `reinterpret_cast` by `unwrap`

Pull Request: https://projects.blender.org/blender/blender/pulls/129631
2024-10-31 15:18:29 +01:00
Jeroen Bakker
a407186dbf GPU: Make shader cache clearing backend independent
Parallel shader compilation introduced `GPU_shader_cache_dir_clear_old`.
The implementation was specific to OpenGL and could not be overwritten
by other backends. This PR improves the implementation so the backend
can have its own implementation.

This is needed for upcoming changes to the Vulkan backend where we
want to use similar mechanisms to speed up shader compilation and caching.

Pull Request: https://projects.blender.org/blender/blender/pulls/127680
2024-09-16 14:03:14 +02:00
Miguel Pozo
a22a4810c7 GPU: Use size_t for GPU buffer sizes
Update all GPU buffer size-related functions to use `size_t` for
consistency.

Pull Request: https://projects.blender.org/blender/blender/pulls/123240
2024-06-14 19:27:33 +02:00
Hans Goudey
8b514bccd1 Cleanup: Move remaining GPU headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/119807
2024-03-23 01:24:18 +01:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Jason Fielder
b132e3b3ce Cycles: use GPU module for viewport display
To make GPU backends other than OpenGL work. Adds required pixel buffer and
fence objects to GPU module.

Authored by Apple: Michael Parkin-White

Ref T96261
Ref T92212

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D16042
2022-12-01 15:55:48 +01:00
Thomas Dinges
697b447c20 Metal: MTLContext implementation and immediate mode rendering support.
MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission.

This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure.

The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state.

Authored by Apple: Michael Parkin-White

Ref T96261

(The diff is based on 043f59cb3b)

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15953
2022-09-22 17:32:43 +02:00
Brecht Van Lommel
1cf465bbc3 Fix GPU backend deleting resources without an active context
This causes an assert with libepoxy, but was wrong already regardless.

Refactor logic to work as follows:
* GPU_exit() deletes backend resources
* Destroy UI GPU resources with the context active
* Call GPU_backend_exit() after deleting the context

Ref D15291

Differential Revision: https://developer.blender.org/D15465
2022-07-15 16:31:28 +02:00
Jason Fielder
309ea31485 Metal: Initial Implementation of Metal Backend for GPU Module.
Adding WITH_METAL option to CMAKE to guard compilation for macOS only. Implemented stub METALBackend to mirror GPUBackend interface and added capabilities initialisation, along with API initialisation paths.

Global rendering coordination commands added to backend with GPU_render_begin and GPU_render_end() commands globally wrapping GPU work. This is required for Metal to ensure temporary resources are generated within an NSAutoReleasePool and freed accordingly.

Authored by Apple: Michael Parkin-White, Vil Harvey, Marco Giordano, Michael Jones, Morteza Mostajabodaveh, Jason Fielder

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14293
2022-03-22 12:54:34 +01:00
Clément Foucault
d7df0dcccb GPU: Add indirect dispatch support.
This uses a StorageBuf as the source of indirect dispatch argument.
The user needs to make sure the parameters are in the right order.

There is no support for argument offset for the moment as there is no
need for it. But this might be added in the future.

Note that the indirect buffer is synchronized at the backend level. This is
done for practical reasons and because this feature is almost always used
for GPU driven pipeline.
2022-03-18 20:59:27 +01:00
Clément Foucault
8c93f8c6cc DRW: Add support for GPUStorageBuf 2022-03-18 20:49:45 +01:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Campbell Barton
6f389f1bb8 Cleanup: move public doc-strings into headers
Some recent changes re-introduced public-style doc-strings
in the source file.
2022-01-06 19:25:24 +11:00
Aaron Carlisle
4067367b6c Cleanup: Clang-tidy: modernize-redundant-void-arg 2022-01-05 21:44:22 -05:00
Jeroen Bakker
87055dc71b GPU: Compute Pipeline.
With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.

NOTE: As this is an OpenGL4.3 feature it must always have a fallback.

Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.

This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.

An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D10913
2021-05-26 16:49:30 +02:00
Clément Foucault
48690d967a GPUContext: Move GPUContext to gpu::Context for more consistency
This makes the GPUContext follow the same naming convention as the rest
of the module.

Also add a static getter for extra bonus style (no need for casts):
- Context::get()
- GLContext::get()
2020-09-08 04:15:50 +02:00
Clément Foucault
5c2ac8520e GPUQuery: GL Backend isolation
This is part of the Vulkan task T68990.

This introduce a new GLQueryPool for managing queries in an
implementation agnostic manner.

This modify the GPU selection query to use this new object.
This also make use of blender::Vector for better code quality.

No real functionnal change.
2020-09-08 00:02:04 +02:00
Clément Foucault
bb2aeb4504 GPUVertBuf: Rename GPUVertBuf to VertBuf and add some getters
to avoid more typecasts.
2020-09-07 13:59:51 +02:00
Clément Foucault
4ea93029c6 GPUIndexBuf: GL backend Isolation
This is part of the Vulkan backend task T68990.

There is no real change, only making some code re-organisation.
This also make the IndexBuf completely abstract from outside the
GPU module.
2020-09-06 22:13:06 +02:00
Clément Foucault
31c77a14af GPUTexture: Add support for samplers
This just add back the support.
This commit also includes a bit of cleanup.

# Conflicts:
#	source/blender/gpu/GPU_texture.h
2020-09-05 17:49:14 +02:00
Clément Foucault
a92d77acf7 GPUTexture: Add skeleton of the new GLTexture class 2020-09-05 17:49:14 +02:00
Clément Foucault
f3a65a1b4a GPUFrameBuffer: GL backend isolation
This is related to the Vulkan port T68990.

This is a full cleanup of the Framebuffer module and a separation
of OpenGL related functions.

There is some changes with how the default framebuffers are handled.
Now the default framebuffers are individually wrapped inside special
GLFrameBuffers. This make it easier to keep track of the currently bound
framebuffer state and have some specificity for operations on these
framebuffers.

Another change is dropping the optimisation of only configuring the
changed attachements during framebuffers update. This does not give
any benefits and add some complexity to the code. This might be brought
back if it has a performance impact on some systems.

This also adds support for naming framebuffers but it is currently not
used.
2020-08-30 13:11:02 +02:00
Clément Foucault
c4f122ac8f GPUUniformBuf: GL backend isolation
This is in preparation of vulkan backend. We move all opengl
functionnalities behind an abstract class.

This also cleansup the "dynamic" ubo create and rename it to
`GPU_uniformbuf_from_list()`

Contains, no functional change.

Part of T68990 Vulkan support.
2020-08-21 14:16:42 +02:00
Clément Foucault
216d78687d GPUShader: GL backend isolation 2020-08-18 21:30:09 +02:00
Campbell Barton
9a4c019255 Cleanup: header order, trailing space 2020-08-17 12:39:08 +10:00
Clément Foucault
47bfb0f7ad GPUBatch: Move allocator to backend 2020-08-13 14:20:24 +02:00
Clément Foucault
38ef35b1ed GPUDrawList: GL backend isolation 2020-08-13 14:20:23 +02:00
Clément Foucault
1dd7377596 GPUBackend: Add new GPUBackend object to manage GL object allocations
This just set a global object responsible for allocating new objects
in a thread safe way without needing any GPUContext bound to this
thread.

This also introduce the GLContext which will contain all the GL related
functions for the current context.
2020-08-08 01:16:40 +02:00